prevent running some overlay functions if it's disabled
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04e7a7d476
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@ -1729,6 +1729,7 @@ void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationP
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{
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{
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PRINT_DEBUG("TODO Steam_Overlay::SetNotificationPosition %i\n", (int)eNotificationPosition);
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PRINT_DEBUG("TODO Steam_Overlay::SetNotificationPosition %i\n", (int)eNotificationPosition);
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (settings->disable_overlay) return;
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notif_position = eNotificationPosition;
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notif_position = eNotificationPosition;
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}
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}
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@ -1737,6 +1738,7 @@ void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInse
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{
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{
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PRINT_DEBUG("TODO Steam_Overlay::SetNotificationInset x=%i y=%i\n", nHorizontalInset, nVerticalInset);
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PRINT_DEBUG("TODO Steam_Overlay::SetNotificationInset x=%i y=%i\n", nHorizontalInset, nVerticalInset);
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (settings->disable_overlay) return;
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h_inset = nHorizontalInset;
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h_inset = nHorizontalInset;
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v_inset = nVerticalInset;
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v_inset = nVerticalInset;
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@ -1838,6 +1840,8 @@ void Steam_Overlay::FriendConnect(Friend _friend)
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{
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{
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PRINT_DEBUG("Steam_Overlay::FriendConnect " "%" PRIu64 "\n", _friend.id());
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PRINT_DEBUG("Steam_Overlay::FriendConnect " "%" PRIu64 "\n", _friend.id());
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (settings->disable_overlay) return;
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// players connections might happen earlier before the overlay is ready
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// players connections might happen earlier before the overlay is ready
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// we don't want to miss them
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// we don't want to miss them
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//if (!Ready()) return;
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//if (!Ready()) return;
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@ -1859,6 +1863,8 @@ void Steam_Overlay::FriendDisconnect(Friend _friend)
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{
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{
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PRINT_DEBUG("Steam_Overlay::FriendDisconnect " "%" PRIu64 "\n", _friend.id());
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PRINT_DEBUG("Steam_Overlay::FriendDisconnect " "%" PRIu64 "\n", _friend.id());
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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std::lock_guard<std::recursive_mutex> lock(overlay_mutex);
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if (settings->disable_overlay) return;
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// players connections might happen earlier before the overlay is ready
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// players connections might happen earlier before the overlay is ready
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// we don't want to miss them
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// we don't want to miss them
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//if (!Ready()) return;
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//if (!Ready()) return;
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